newQuadtree
Definition
-- @/lua/common/quadtree.lua:81
local function newQuadtree(numOfItems)
return setmetatable({
tree = {},
children = {},
itm_preld = table.new((numOfItems or 0) * 5, 0),
itm_preldLen = 0,
nodeCount = 0,
maxDepth = 10,
xmin = math.huge, xmax = -math.huge, ymin = math.huge, ymax = -math.huge,
query_xmin = 0,
query_ymin = 0,
query_xmax = 0,
query_ymax = 0,
stack = table.new(100, 0),
currentNode = 0,
stackidx = 1,
i = 1
}, quadTree)
end
Callers
@/lua/common/quadtree.lua
-- Initialize a new empty quadtree
local q = tree.newQuadtree()
@/lua/ge/extensions/freeroam/bigMapMarkers.lua
-- preload all elements into a qt for quick clustering
local qt = quadtree.newQuadtree()
local count = 0
@/lua/ge/extensions/editor/aiViz.lua
if not qtNodes or updateQt then
qtNodes = quadtree.newQuadtree()
if mapNodes then
@/lua/ge/extensions/gameplay/markers/missionMarker.lua
-- preload all elements into a qt for quick clustering
local qt = quadtree.newQuadtree()
local count = 0
@/lua/ge/extensions/editor/tech/roadArchitect/roads.lua
if not tree then -- If there is no tree yet, build one.
tree = treeMgr.newQuadtree()
local extents = { x = 5000, y = 5000 }
@/lua/ge/extensions/editor/slotTrafficEditor.lua
if not qtNodes or updateQt then
qtNodes = quadtree.newQuadtree()
gp = graphpath.newGraphpath()
@/lua/ge/extensions/gameplay/missions/startTrigger.lua
for level, locations in pairs(locationsByLevel) do
local qt = quadtree.newQuadtree()
table.sort(locations, idSort)
@/lua/ge/extensions/core/dynamicProps.lua
forest = scenetree.findObject("theForest")
self.forestQt = quadtree.newQuadtree()
if forest then
@/lua/ge/extensions/gameplay/crawl/boundary.lua
local quadtree = require('quadtree')
boundaryQuadtree = quadtree.newQuadtree()